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TheoTTree
Великобритания
Добавлен 14 окт 2011
Hello hello, I like to talk about video games. Action games like Devil May Cry are my primary focus, but the medium in general is what i want to talk about - so there could be all sorts in the future. Will have to see!
Variance and Agency - A Case Study ft. Joseph Anderson's Darkest Dungeon Review and Critique
Shorter video this time. I want to also mention here that Joseph's original point when he shows this clip isn't specifically about variance - the wider point he's making is regarding the game's grind. The clip itself is just demonstrative of a lot of things about how people engage with randomness. There's something to be said about a game incentivising playing 'too carefully', especially in Darkest Dungeon with stalling, but it's not really salient in the way Joseph articulates it. Regardless, enjoy.
Joseph's video - ruclips.net/video/_Buwei6ZWqU/видео.html
Patreon - www.patreon.com/TheoTTree/membership
Joseph's video - ruclips.net/video/_Buwei6ZWqU/видео.html
Patreon - www.patreon.com/TheoTTree/membership
Просмотров: 5 500
Видео
Shadow of the Erdtree Critique
Просмотров 53 тыс.3 месяца назад
Bit of a longer one this time. Matthewmatosis' Lost Soul Arts of Demon's Souls - ruclips.net/video/Np5PdpsfINA/видео.html Metalcommander - @Metalsforge Shandy Dasquire - @shandydasquire Introduction - 00:00 Camera - 03:28 Telegraphing - 08:22 Dancing Lion - 18:04 Rellana and Feinting - 19:41 Golden Hippo - 27:02 Messmer - 30:34 Stamina, Weight, and Physicality - 37:40 Unremarkable Combat - 43:3...
Sifu In it for the Long Run Custom Challenge
Просмотров 2 тыс.Год назад
Still working away at a real video. In the meantime, Sifu is pretty cool. Long challenge with lotsa difficulty modifiers. By no means the best I can do but what the heck. Might upload/stream a full playthrough under these modifiers at some point, who knows. Modifiers used: - All Shrine Rewards - Focus Disabled - Enemy Level: Stronger - All enemies can attack whenever they are able, independentl...
Targeting Systems - A Devil May Cry, Sifu, and Monster Hunter Analysis
Просмотров 10 тыс.Год назад
Big huge thanks to Emo for drawing the thumbnail for this video completely unprompted. Find him on Twitter here: Anemounicorn1 Patreon www.patreon.com/TheoTTree Just a brief comparison between some neat games regarding how they handle target-selection. Idea finds its roots in me being BIG MAD at Sifu (despite having a fantastic time with the game on the whole) and then actually thin...
Devil May Cry 5 Analysis - The Style Gauge
Просмотров 8 тыс.Год назад
Just a quick lil analysis on the Style Gauge in Devil May Cry 5. A bit rough around the edges but y'know, what can you do. Better late than never eh? (Also holy fuck I'm rusty at Bayonetta that footage is going to haunt me)
58:15 The modulating your own difficulty thing is the worst part of Elden Ring for me. Getting to a boss and finding out you are over levelled is a terrible experience. The second worst part is how inconsitent bosses are. Sometimes they try to crush you and sometimes they just give up, its just RNG.
47:20 And once again another person that reached the same conclusion about what Matthewmattosis said in his video. If I wanted to play a game with this much action and movement, I'd rather go play Sekiro or DMC instead of Elden Ring. It's like the game is trying to be something that it has no technical capability of fulfilling. This is what people mean when they say "dark souls movement with sekiro enemies"
I definitely agree that the combat system of this and similar games has some real limitations. When the only way they can keep challenging players further is by giving bosses longer combos, more AOE's and more deceptive animations, nothing interesting can really be achieved by continuing down this path. I'd love for souls likes to either start leaning more in an action game direction, or more in the RPG direction. Pick one, then flesh it out. Stamina bars + rolling are kinda played out, unless you focus on interesting level design and itemization, instead of ever increasing difficulty.
I'd like to quickly add my voice to an excitingly reasonable discussion here as someone who loved the DLC and Elden Ring as a whole despite all its flaws. I agree that what you've said about how boss movesets are designed is true, however, I do not see it as a problem. The process of learning a boss in Elden Ring is extremely satisfying, not despite, but because of all the game does to trip me up. Yes, the bosses treat me like they know they’re in a video game but that falls squarely into my suspension of disbelief along with stealth game enemies behaving in reliable patterns, or turn based rpg enemies not immediately focusing down my visibly squishy support character. The thrill of entering the zone, overcoming your inbuilt instincts, and workshopping unconventional enemy behavior is an absolute joy and has resulted in some of the most satisfying boss combat I've had in a soulslike. The issues in readability do little to detract from it for me. Especially with Radahn, flying by the seat of my pants trying to understand what was going on was an absolute rush. And once I had it figured out, the visual clutter was never an issue because I could already intuit what he was doing from what I could see. In your conclusion, you posit that each of Elden Ring’s qualities are eclipsed by other games, therefore there is no real reason to play it over them. I think that simply isn’t true. Art direction and enemy visual design are sat astride the peak of the high fantasy genre. And while the open world certainly struggles to fill itself with enough variety (believe me, I was tweaking at the third copy paste dragon boss in a row), the joy of mapping out the space, peering across vistas, determining how to reach that location you’ve been eyeing, stumbling across dungeons and encounters organically, then realizing that this one find you thought would be nothing major suddenly opens up into a whole new area or bespoke boss fight - it’s simply incredible. Yes, the moment to moment soulslike content is often not quite on the same level of novelty as previous games, less tight, more padded, but it still overall consists of well designed iterations. It trades part of the dense curation of previous FromSoft games for sheer scope and wonder. Elden Ring is so flawed but, to me, it is not generic and it is far more than the sum of its parts. In fact, the sum of its parts is frustrating beyond belief in how many corners they had to cut and how close the game is to falling apart at the seams. I don’t want every soulslike to be this way, but the sense of wonder, the rewarding of the pure act of exploration, has scarcely been matched by any game I’ve played before or since. DS1 and 2, as well as Hollow Knight, come close, but they are not as grand and open. Skyrim, Baldur’s Gate 3, and Witcher 3 were fun, but all, for one design choice or another, did not have the same raw feeling of unbridled, seamless joy in their exploration for me. By all means, if you know of a game that matches this sense of wonder, please tell me cause I’ve been looking and I’ve yet to find it. It can be anything, any genre, it can be an RPG maker game, I don’t care.
I didnt hate it. Didnt love it. Its actually much easier second time through on ng+ tho.
To me personally im not a fan of how over the top and "anime" these recent games have become now especially with Nightreign. I really am missing the grounded dark fantasy setting of dark souls like if I wanted to play final fantasy i would have freakin bought final fantasy
good thing 'Elden Ring' is explicitly not 'Dark Souls'
Have you seen Armored core? FS always had anime in their DNA
@deadgunslinger8489 what does this genre of game have to do with a mech game? Don't get me wrong armored is really fun but why would the two very different ips be comparable
@@DeadLock6578 im saying that FS always enjoyed putting over the top stuff in their games. Demons souls and dark souls being grounded were kinda the exception of this (besides artorias, hes straight up a anime character in the way he fights). But maybe one of the next projects is a new King's field. I feel like a slow FPS RPG could be really cool if done right. And honestly after AC6 i kinda want that they make other games that are not souls likes.
@MizukiNoDoragon it is tho, but with a jump button.
Thank God I thought I was losing my mind! I enjoyed everything about the DLC that did not include fighting elite enemies and bosses. The gameplay does not support how frustratingly over the top the moment-to-moment fights are in the DLC. It was a slight problem in the main game towards the end. The DLC is riddled.
Thia video fully explains the crack in their design...alas though thwir fanbase are cultists now and the fucktards demnaded a dlc win goty lol
That section on Unremarkable Combat is so painfully true
Nightreign response... Immediately.
For the projectiles, just as an idea, the game targets even if not locked on, why not prioritize projectiles there and when manual locked the priority switches to enemies?
Hey I’ve really started watching your videos and really liked your SOTE critique. I heard you’re into monster hunter too, is 4U worth playing? I finished iceborne and loved it! Fatalis and Alatreon were fantastic (minus that dps check nonsense).
I played the absolute fuck out of DS1 on release, didn't enjoy ds2/ds3/sekiro enough that I felt the need to run out and buy elden ring. The only fromsoft game I'd buy full price nowadays would be a Tenchu. So yes I'm an old git, and remember that when the DLC came out for DS1, a pretty common complaint about the Manus fight was that most of the difficulty came from not being able to tell what the fuck you're looking at during the fight due to his model. The writing was on the wall a long time ago
What about Armored core? Have you played any?
this video i think is built on a lot of bad faith and uses a lot of "trust me bro" and actively ignores existing mechanics in the game to play the game. refusing to engage with the game's mechanic and its more difficult because of it? its not the game's fault you refuse to. i cant remember where i heard it, but i know at some point in efap theo claimed that he struggled on a boss fight for awhile then summoned spirit ashes and beat it immediately. its almost as if you get accustomed to a tough fight and then play it on the intended difficulty, it feels way easier. also whats up with the hate for spirit ashes? it makes the game too easy? they can beat boss all the time with no input from the player? those are extremely niche playstyles that you dont arrive to in a normal game. spirit ashes by design are weak and will always lose to the boss. they're meant to draw aggro so the player can get some hits in. balancing aggro between yourself and your summons is part of the game. i dont think that's a difficult concept for the enlightened theo. does the game do it badly? maybe say that instead. i think discounting the difficulty of the game is also unfair. boss fights are more aggressive, more attacks to be wary of, more damage, more health, more everything. its a dlc thats more difficult. if it was just a dlc that didnt have any of this, that would be lame. its quite clearly about a more difficult experience. a particular issue i found very annoying is how theo claimed the duelist changes the timing of their attack. rellana. but you have the video recorded. you could just time it yourself and see if there was any actual timing difference. and the issue of the attacks feeling not human, i think there's a better way to say what you wanted to say. attacks meant to mimic feints, but the player nor the game can actually take advantage of successful feints because feints require human input to take advantage of an improper response to a successful feint. but even in writing that, isnt that the point of the weird timing of rellana's attacks? they're a duelist with attacks that have an offbeat timing to make their attacks more difficult to dodge. but no human would do it the way they do? they're a knight in full plated armor. and the realism argument is a slippery slope that goes nowhere. structure of the video is messy to say the least. for being one of the more outspoken critiques of elden ring and its dlc, this needed more time in the oven. a lot of these arguments are, "i feel these attacks are too annoying and overpowered" and "trust me bro, im actually good at the game." and the frequent benign insult that makes you like a mosquito that wont stop buzzing that you're actually good at the game. i think for the amount of time its taken for this video to come out, and im gonig off of what i heard in efaps. some few months, i heard. this is pretty awful. sometimes clips arent provided either for rather simple things. evidence is lacking. claims are asserted and nothing noteworthy was said. i've never played the dlc, but ive played the base game. but, it dont take a genius to realize you're lacking proper evidence to make a stronger argument. elden ring is the new gold standard and will continue to be in the coming future for souls like games. this video could've help steer the quality of the game in a better direction. but the poor structure, missing evidence, and trust me bro i saw in the game when i played it was extensive. the video quality is no better than like my random youtube comment being dropped here. a stream of consciousness being written out and posted as it is with seemingly very little revision. chat was right. madcuzbad
"Refusing to engage with game mechanics" 1) You clearly haven't watched his video because he addresses that. 2) His argument is centered around CORE MECHANICS, and the mechanics that aren't are locked behind specific builds. Your comment is egregiously disingenuous.
This comment is built entirely on bad faith considering you seemed to not have even watched the video (he literally plays the clip of Rellana's altered timing for input reading) , and by your own admission haven't even played the DLC. You don't get to say someone who has played through the DLC twice has invalid opinions when you have no basis to even form an opinion, much less critique someone else's. As someone who thought that spirit ashes sounded like a stupid idea from the moment they were announced, and has never used them aside from the jellyfish to complete the ruins puzzle, I think my reasoning may be pretty similar to Theo's. Spirit ashes ruin fights. If you need a damage sponge to take aggro just so you can get hits in reliably, that's a bad boss. There's such thing as too much aggression, and if I need a throwaway NPC just to make it so I can get a few hits in between the boss spazzing out, that boss is too aggressive. Realistically, it is possible to beat the bosses without spirit ashes, I would know, I've done it, but the bosses are no longer fun to fight, mostly for the reasons Theo listed in the video. FromSoft's boss design philosophy has changed from making a fair, fun, genuinely satisfying challenge to cobbling together a bunch of shit to kill the player a lot until they memorize responses to enough moves to not die. Am I exaggerating, eh, maybe a bit, but even without playing the DLC you can surely tell that the boss design is significantly different from previous games. These aren't simply "harder bosses," the entire notion of what makes fights difficult has changed. The prototypes for this change were evident in the base game, but the DLC goes full force into what players would have rightfully called absolute fucking bullshit 13 years ago when Dark Souls came out. Having a boss that moves awkwardly with weird, untrustworthy telegraphs can be a fun, unique one-off, but when EVERY boss does it, it gets tiring quick, and the bosses are no longer fun to learn when you know you just have to memorize a bloated moveset for every. single. one. Yes, it's a fantasy world, so not every boss has to behave realistically, but the whole "behaving realistically" alludes to the fact that magic or supernatural elements won't necessarily be out of the question, not that every boss gets to defy basic laws of physics in ways specifically targeted at the player character's combat style. Like Theo said, they've pushed the combat system to it's limits, unfortunately to get more mileage out of a simple system, they compensated by adding blatant bullshit into fights to give the illusion of difficulty instead of adding depth to the combat system itself. It's tedious, frustrating, and downright disappointing considering the incredible boss design they had up until Elden Ring. If Elden Ring (and especially this DLC) bosses are the new gold standard for the future of FromSoft, then I have no interest in any of their future titles. I can already pretty much guarantee I won't be playing Nightreign. That's the first time I've seen FromSoft put out a blatant cash grab.
I’d still rather play this than trash like new god of war
Me too but that's more of an indictment on the state of modern AAA games than it is praise of ER/SOTE
New GoW gameplay wise is great, but I see what you mean.
The new god of war raganrok dlc is really good
I had a very good time with Elden Ring, but I definitely noticed some the issues that you mentioned in this video...My biggest issue is ridiculous roll catch delays and the spring attacks...They ruin the flow of a boss fight imo...It seems every company making Souls-like games are doing this now which really sucks...It's very noticeable everytime I go back to DS3, I thought the bosses in DS3 were mostly amazing to fight...They aren't perfect either, but they feel very satisfying to dodge...And they are difficult but not because of a handle full of stupid moves put there to purposely trick you...
pvp adresses most of the issues coming from "there is no reason to use anything else but my strongest attack (read blasp blade L2)" but it creates a lot of other issues, the main one being latency idk if you tried to get into it but yeah
Thing with PvP is I could just go and play a game with better PvP, unless I'm specifically after the invasion experience
@Theottree souls pvp is unique and we (pvpers) have no other alternatives really There's no "better PvP game" because it's too unique
@@PolishGoblinn That's why I stipulated 'unless I'm specifically after the invasion experience'. That's the only thing Souls PvP offers that is difficult to find elsewhere.
@@PolishGoblinnhow does it feel your second best option is a Roblox game lmao
@nova1783 I don't care
Great video. I listened to you on some podcast months and months ago and was impressed particularly by you. Although I was disappointed to see you had less than 5 videos I do respect how well thought out and detailed your videos are. Do hope these continue.
15:50 that attack is just evil
The telegraphing section is on point. The enemy animations in elden ring look so fucking goofy because they're designed for the sole purpose of tricking people who have played prior souls games. So immersion breaking.
Great job, Theo! This is easily the beast long-form video about Elden Ring or Shadow of the Erdtree I've seen. I don't realy get From's urge to make an open world game, all the resources and manpower that was wasted on making generic and repetitive ruins and dungeons could be thrown to make gigant interconnected metroidvania-style blob of a world (essentially making first half of Dark Souls but bigger). They could still make branching paths and optional areas to emphasize player freedom, but they could at least try to balance it instead of giving up on it completely. This especially sad because (as of now) Dark Souls belongs to the same group of games as Morrowind or New Vegas. The games that never got a proper sequel, they all have technical sequels that use the same engine and core-gameplay but build with completely different set of principles and priorities. We never got a Dark Souls but polished and bigger, and it seems like Fromsoftware isn't going to make one.
4:06 sounds like you should use the Furled Finger to be able to control the camera and roll at the same time. You can also change the camera speed btw
Try jumping and strafing
In reference to your conclusion: instead of making the bosses harder i would like them to make the player weaker. Build a game around a ds1 fat rolling starting armour knight where the roll is an option of last resort
I'd love a souls game where you have to block certain attacks with a shield, certain attacks with a sword/staff parry, dodge certain attacks & jump over certain attacks. Basically Sekiro's combat but more applied to a Dark Fantasy setting. Anything that stops players from spam rolling.
I didnt buy this DLC because I despised the base game so much by the time I got to Farum Azula that I decided to hold off giving From any nore money until I see what direction they take things. Glad I didn't miss out. Also your healthbar is insane. The next FS game will need to feature auto-wrap health bars.
Lovely video. Might be time for me to buy Darkest Dungeon. I think there’s another conversation to be had about the relationship between game knowledge as part of game skill, since it’s not always treated that way. The way “skill” is used often just makes me think they’re talking about reflexes.
"...the other part of the Souls experience--the things outside of their combat that make them special--continue to atrophy with no end in sight to what can be lost." I strongly disagree. Maybe you don't enjoy Elden Ring's combat, and that's fine. But I'd say the visual design of enemies, bosses, and overall artistic direction in Elden Ring are all significantly above any previous FromSoft entry. I'd also argue that the level design of both Shadow Keep and Stormveil are among the best levels FromSoft has ever made. I didn't get to listen to all of your video since I have a pretty busy job/life. But it seems like much of your complaint about level design centers around the issue with warping, which has existed in FromSoft games for a quite a while. Yes, in DS1 you needed the Lord Vessel first. And, truthfully, I think it does add something to require a bit more manual navigation. But after DS1, warping between bonfires easily has existed in pretty much every game. So I think it'd be more accurate to say, "I prefer DS1's method of navigation and requiring a player to learn the layout of the world before being able to warp." Instead of essentially saying that Elden Ring had a huge dropoff in quality because it allows players to warp right away. Combat-wise: I have to agree that the camera issues are inexcusable at this point. I found the camera pretty much flawless in Sekiro and much preferred the combat system. Mechanically, I'd say it's my favorite FromSoft game. I also agree about the limitations about the combat system leading to less skill expression. Ironically, Sekiro has greater skill expression with the use of prosthetics and combat skills than Elden Ring does, despite only having one weapon. In general, I think they could use to limit the weapon options so they can build a more complex combat system around them. I also think magic is seriously underdeveloped in these games. It's either a mindless easy mode or impossible to cast a spell in a boss fight without a summon taking aggro for you. It's a shame, since Miriam's Vanishing would have been a fantastic fix for this if it had some tweaks. Imagine if it had a faster start-up cast, a bit more i-frames and a better window for you to cast spells during the portion in which you're invisible. The cost, of course, would be FP usage. For PVP I can't imagine how it'd disrupt things. But in general I found myself uninterested in the magic system since it didn't seem balanced for the experience. Overall, though, I still think Elden Ring and its DLC are one of the best games I've played in my life, let alone this year. It was wildly ambitious and I think succeeded a great deal, but definitely had some rough patches as well. I'm hopeful that FromSoft's next entry is more pared back and has greater depth. While I still enjoy the Souls-style games and I do hope they continue iterating with that format and improving it, their most interesting entries seem to be the ones that fall outside of that.
On the level design I do not think you got the point. The actual open world doesn't have a structure to it (naturally) and hence the developers cannot balance the world around player level they can be certain is attainable at this point in a game. To combat the fact they have to make concessions so the world is actually traversable. This means plentiful 'bonfires' and tons of 'estus' with mostly easy refills in the open world, because the developers can't possible tell when you are going next, so you might need those resources. This makes the open world difficulty almost entirely reliant on either big mini boss or tons of smaller mobs that will essentially stun you and destroy you in few seconds. The other thing which is a big problem is Torren which Theo talked about in enough depth that I don't feel like explaining how making leashing enemies even easier than ever before was a terrible idea. In terms of structured locations they lack the capability to be approached from multiple directions in ER and Shadow of the Erdtree, something both DS1 and even more impressively Bloodborne have in spades. This means the levels are not taken advantage off. Warping is a miniscule problem in the grand scheme of how underutilized everything is. It's either open empty space filled with roaming enemies you can easily ignore or closed empty space with few enemies that act like mini bosses because everything else can be all too easily leashed even on foot while being approachable from singular direction, giving player no choice and having objectively worse level design than earlier entries. But I'm glad you enjoyed the game. Just thought I would clear the argument up a bit.
I'll agree with you that Shadow Keep is great as a legacy dungeon, but I completely agree with Theo on nearly all other points. A significant part of level design is based around enemy encounters. Previous Souls games had unique enemy encounters that kept the player on their toes throughout the level. Think of the Burg in DS1, like the examples Theo had with the firebombed bridge and the channeler/berenike knight encounter. Further in, you have the encounter with the dogs in lower burg, then the thieves, then both together, where you have to use what you know about the enemies individually to deal with them both at the same time. Even the horde of undeads before the gargoyles has more thought than most encounters in SotE, since you have to bait the enemies into funneling down a tight hallway rather than fight them in the open where they would mob and kill you in seconds. This progression of encounters increasing in complexity as the level goes on can be seen in nearly every area in the game. Yeah, Dark Souls had its issues with having the surprise enemy there to get a cheap hit or two, maybe a death, but Elden Ring does it to a point that it's almost comedic. That could be forgiven if it had anything to offer in terms of other encounters, but the only encounters it ever offers are hordes of enemies together, all to be fought in an open, mostly flat area. In the open world, the enemies can simply be ignored, making the encounters pointless to begin with, and in dungeons, given the fact that the areas are so open, it's easy to just run past, too. I can't think of any encounters in Elden Ring or the DLC that are designed in such a way that fighting is necessary, every encounter can be simply ran past thoughtlessly. Contrast that with the multitude of encounters in even just the first area of Dark Souls where fighting and engaging with the encounter is probably safer than running past. There is a steep decline in encounter design in Elden Ring, and now that even the bosses are terrible in the DLC, there just isn't a reason to play it. Opinions, of course, but I hope FromSoft at least takes it into account for future games, seeing as how many people are significantly more critical of this DLC than anything Miyazaki has headed in the past 15 years.
This is why I will always prefer demon souls because it actually tries to give the player a unique experience with every boss instead of basically just forcing them into the same trial and error memorization game every single time. The biggest strength of the early souls games in general was how they took certain video game conventions and spun them on their head to give you an experience unlike any other, whether it's patches tricking you as an NPC, the world tendency, the player losing half their health when they lose human form, the way sif is suddenly humanized near the end of his fight when he's crippled, astrea killing herself after you defeat her body guard, the tragic endings to the NPC questlines in DS1 and how npcs would get killed if you let a certain other one back into the nexus or firelink shrine. It was all so fucking cool, and it's all been buried under "THIS IS SO HARD OMG" when especially the EARLY souls' games were never that hard to begin with lol. They were like moderately difficult most of the time, and occasionally had big difficulty spikes in certain areas or bosses. IMO the only reason the souls games got that reputation was simply because they came out in a time when video games were dumbed down to hell for the casual market, think back to the ps3/xbox 360 cod days with regenerative health and obnoxious, insistent player guidance etc, and it's no wonder why they were seen as the second coming of christ when it came to difficulty.
Gotta say man you put it perfectly. It's sad because if you ask people who don't play the games about them their first thought is "those really hard games." Fromsoft seems to think this is all they can market now, and the actual experience has really suffered.
You mean cuz the bosses were easier lol
You people complained that elden ring was too easy.
Actually I complained that Elden Ring was too easy for too long
My father is 65 years old and has completed the entire game, reaching over level 300. I was surprised that he played an RPG, especially since Elden Ring is one of the more challenging ones. He’s never played an RPG before. Yet many gamers complain that Elden Ring is so difficult, trying to dismiss it as a bad game because of its challenge. I’ve now played 22.5 hours, reached level 42, and I think this is one of the better games released in recent years. Sure, the first 10 hours were tough, but by improving and understanding the game mechanics, it went from being difficult to being incredibly enjoyable. Once you learn how the game is meant to be played, it clicks. Games should be challenging, just like they were in the ’80s and ’90s. Developers shouldn’t try to make games that appeal to everyone, because that often results in a bland experience. For those who prefer games that guide you every step of the way, where you can kill all the bosses without breaking a sweat or using much thought, this type of game isn’t for you. And that’s okay! Not every game has to cater to every audience. But for those who enjoy well-designed challenges, Elden Ring stands out as a masterpiece. So what’s the point of nitpicking small details, ridiculing them, and claiming these details make the game worthless? Go play your simpler games where you can breeze through everything - there are plenty of titles in that genre. It’s just ridiculous to claim you were 'forced' to play through a game you hated just to 'warn others.' Just admit that it’s not your genre. For example, I dislike football games. But I don’t go around complaining about how bad football’s rules are or how boring it is to chase a ball back and forth across a field with no variation. It’s not for me, but I respect those who enjoy football and find it entertaining. Every genre has its audience, and it’s important to recognize that.
None of the things you said addressed any of the points he made in his video nor the vast majority of things you're trying to argue him in your comment are things he was criticizing the dlc and to some extent the base game for.
It's funny how people get so defensive about the difficulty, when elden ring is a very easy game, there are so much overpowered weapons, spells and spirit ashes, if you min max your mimic tear he can solo every boss in the game, including consort radahn There is nothing wrong about a game being easy, but it's just silly how everyone want to proud themselves on passing a game that isn't really hard
The game is so bad that I had to play through the entire game and its DLC just to make a video about how terrible it is and warn other players not to make the same mistake. Most of it is worthless - maybe 10% is decent, but the rest is awful. Do not buy this game, as almost everything about it is a waste of time. For those of you who hate this game and think it was terrible but still played through the entire thing, leave a comment below and share your experience to warn others about how bad it is. Join the fight to stop others from making the same mistake we did. This game is nowhere near a 10/10 - it’s more like a 5.5/10, maybe even less.
I understand that Miyazaki wants the player to feel the true scale of the fights in his world, but we need better movement options and an adjustable camera. You can already customize buttons, which is good since I can change the inputs to something im more comfortable with. It would've been awesome if you could do something like use movement AoW to replace your regular dodge and not make it only available on the L2 button and in the Right Hand weapon. They could've been attachable to Armor Chest Pieces. It could've been a new thing that could be carried into The Lands Between.
You're not even using summons. The game is not too hard. You are deliberately handicapping yourself and then complaining about it.
Tell me you didn't finish watching the video without telling me you didn't finish watching the video...
The video specifically adresses how that argument is redundant. Most of the bosses cannot handle summons well, the problem of sub par gameplay is not sated by that point (I am not saying that Elden Ring's gameplay is sub par, I love it but if someone were claiming that, then the "You are not summoning" argument would never suffice as a counter).
@@janspevak6515 I watched it, loser
@@soumyadeepbanerjee964 Look, I just finished the game for the second time literally today, this time with Shadow of Erdtree add-on. Now I have about 2,000+ hours experience in Elden Ring. I just put down Radagon using only a few crimson flasks and the Greatsword with War Cry ash, dragging my giant sword behind me and whacking him to death with the most powerful attack in the game aside Comet Azur, and I did it whilst saving my summon for the Elden Beast (which I didn't even need). I did the same with Malenia. I know this game. There are times for using different strategies. I can raw dog any boss. But if a sleeping pot puts him to sleep then why not? That is the way the game was meant to be played. You're not supposed to deliberately handicap yourself! Like, why the fuck do you idiots even think you are? The aim of the game is to defeat the boss, so defeat the fucking boss and stop crying about how it's too hard, you fucking losers.
@@SiggyTheSkyborn how did you watch this video and not understand his stance on summons and difficulty? Like it was so clearly stated how did you misinterpret it.
4:51 You are basically repeating yourself here and not really responding to Joseph Anderson. What if a player plays darkest Dungeon perfectly and mitigates everything and that still happens? Like his example has clear mistakes, but what is your response if all the characters were at full health and the Zealot was one shotted on the first turn? This can happen in Darkest Dungeon. That's not variance, that's BS! If I always need to use stun to mitigate that BS, that's not really variance and instead seems like there's only one way to play this game to it's end without losing important party members!
Cool video
I played Bloodborne, Elden Jank, Demon Souls but honestly Armored Core is far more superior in every way, wish Fromsoft focus on their AC games from now on.
The loss of immersion cannot be understated. This video mentions a lot, but what broke me was the R2 jump attack. Despite its use for stance breaking, i actively avoid using it because it looks so ridiculous.
I get frustrated too much and generally not very skilled but i completed Sekiro 3 times and loved it (except the headless, just why Rromsoft?) Elden ring was great for the 1st third, then the open world actively worked against it in the second third and the last third was everything your saying in this video Miyazaki is like Tarantino, comes out swinging with something original (demon souls / resevoir dogs) refines it (dark souls/ pulp fiction) then does something unexpectedly more refined and shows growth (sekiro / Jackie brown) then does a u turn and doubles down on the cartoony over the top stuff from the start (Elden ring / everything since Jackie Brown)
Elden Ring is just simple and really big. A lot of design choices in the game are for the sake of the world building. And even though Elden Ring is a better "game" than other Fromsoft tittles. It can be fatiguing being steamrolled in a game that takes a long time to experience. While the lore and story being different and hard to follow.
What do you mean by ER being a better "game" than other Fromsoft titles?
I wish they would focus on making hard levels again. I want to actually feel like I'm fighting through an adventure, dying a lot and running out of resources while exploring. Imagine if they made a level that was as hard as Rhadan, where everyone was saying that it took them hours to figure out and beat. That would actually be genuinely exciting and interesting, having to factor in all the details of the level, mastering every encounter, making sure you handle resources well etc. As it is now, levels aren't obstacles you face on an adventure, they're just forgettable paths to the boss checkpoint. Somehow Bloodborne's first level has better encounter design than the entirety of ER.
I remember how Dark Souls 2 had a good variety of obstacles to be overcome and it was very easy to mess up and restart from the very beginning. Enemies were placed in tight spaces, making it hard to maneuver without getting hit and allowed combat to be much more focused on spacing. It was the last Souls game that really made the road to the boss an actual challenge to be overcome (which Bloodborne does kind of okay but it’s more open spaces make most of the enemies very easy to avoid) which Demon’s Souls did even better despite it being the first entry. It’s why people who came from Dark Souls 1 (and later games post BB) were disappointed that the bosses were so easy, because the road TO the boss was the actual meat of the game next to exploration.
I'd rather play through a long level with somewhat tough enemies than have a checkpoint right in front of a crackhead boss with a 20 hit combo that zooms in and out of the camera.
“I want this game that isn’t a dark souls game to be dark souls.”
From Software History: - make genre-defining unique combat based on grounded realism and immersion - slowly ruin it by trending towards generic quick time event anime fights I bet my life savings that most of the ER playerbase would praise From if they make all attacks cancelable in their next game
Personally, I found the scoring system to be pretty intuitive. I redid some encounters and noticed that despite the high letter rank, my score wasn't that high compared to the last time I did that same encounter and it was pretty clear to me that it was because I cleared it too quickly. It's not really "stylish" to just walk in, delete the enemies, then walk out. But going in and flexing your sick skills on some grunts without bothering to bust out the big guns? That's more stylish. However, I interpreted it more as "there wasn't enough time to score more style points because I cleared it too fast." As for how forgiving or lenient the meter is? Well, there were times when I felt like I got the S rank too quickly but other times where it felt like I should've gotten it sooner. It's generally a mixed bag for me.
Does anyone else agree that Dark Souls 2 is better than Elden Ring? They both have issues but I find Elden Ring’s more grating and prevalent. I’m wondering if others feel the same.
DS2 > ER > SOTFS
I prefer ER, but only slightly. DS2 definitely has more interesting ideas than ER, and the lack of open world bloat is a massive positive.
Hell no I have my problems with Elden Ring but it’s substantially better than DS2 DS2 is horrific in how bad it is
No, but... I do find it interesting how issues people had with DS2 are just as present in ER. I still remember people complaining about the cartoonish tracking, excessive bonfires, and samey bosses. But now it feels like all of that is just accepted as the norm.
One thing i'll disagree on is messmer's delayed spear poke. He drags it into the ground so it makes perfect sense for it to slow down and quickly snap at you. It's a move that makes you actually think about the fight instead of dodging on intuition while being an attack someone like messmer would actually use.
The very fact that he drags it on the ground is the kind of crap Theo is complaining about. It makes no sense in any way, shape, or form, that someone would drag their thrusting weapon along the ground before finishing their thrust. Thrusting weapons depend on the length of thrust you give them to build power. You can get more force out of a thrust starting with your arm all the way back and going forward than you can starting with your arm almost fully extended, for instance. Dropping your spear onto the ground during your thrust not only makes you lose any momentum you had built up for that thrust, but you also waste energy in both fighting the friction on the ground for no reason, and having to pick up your weapon again unless you wanna stab your opponent's toes. It's the same kind of nonsense that they use in Horah Loux's jump grab attack, where he pauses in the air for a split second to roll catch you for reacting intuitively to a tell. It doesn't get you to "think about the fight." It breaks immersion by reminding you that, yes, these are video game characters, and they can bend physics to their will when it suits them, and it ruins the fight by forcing you to memorize timings for dodges on every single move instead of being able to react to moves using intuition built up throughout the game.
I loved SOTE, but also generally agree with this critique… can I have it both ways???
Yes
@@Laeus_ZR0whew
That's exactly how most people should react!
I have no issues with the camera maybe try to lern enemy pattern ,keep some distance to react to moves and dont roll into their feet like you did in this video 95% all the time
You mean rolling in the only direction where their won't hit you? Also, if rolling in any direction causes a camera to become shit, that is piss poor camera design and not the player's fault. Stop defending this.
It’s ironic that a series about the world become stagnant, is being critiqued for becoming stagnant.
Disagree with basically everything
I think if they made bosses without everything you complain about, they would be super boring and easy and I would hate them
The game already exists. It's called Dark Souls 1, and it's a masterpiece. Elden Ring is normie slop.
That's an easy fix: make rolling have a smaller window of invun or just remove dodges completely since they lead to bland QTE combat
@@La0bouchere Even that isn't really necessary. Dark Souls 1 had generous i-frames on rolls, but the level design was often unaccommodating. Modern FromSoft would never make Blighttown, Sen's Fortress, or even Anor Londo. The closest examples they have (such as the upper areas of Shadow Keep) still give you lots of room to roll around. The irony was that even with a shield, there were still some attacks you'd want to roll through. Way more mechanical complexity than "enemy attacking? Press O!"
You can make bosses challenging without the gameplay revolving around fast paced roll spam and I-frames.
@@xSilentZeroXxDS1 is “normie” af the entirety of the souls games are, anyone can play and enjoy them. Games like Ninja Gaiden or DMC are niche.